forked from Ports/goldeneye-pc-port
v0.4.0 final review: D404 pad-centred aim (N64-parity quadratic curve) + full campaign-playtest sign-off bookkeeping
- input.c: padDirectCompute() — pad twin of the mouse Centred aim; the natural pitch path routes AIMMODE_CENTRED through it, AIMMODE_N64 keeps classic stick-deflection behavior. Parity pass uses bondview2's verbatim N64 quadratic curve (sign(v)*clamp(defl/70,+-1)^2 * fov/60 * 3.5 deg/poll), so full-stick Centred matches N64's top rate exactly. - optionsoverlay: aim rows device-neutral (Aim style / Aim range). - findings.md: D404 RESOLVED (user-validated on Steam Deck, both passes); 21 sign-off status updates from the user's full campaign playtest (D175/D224/D235/D236/D240/D241/D245/D249/D281/D286/D287/D289/D291/D294/ D303/D306/D307/D308/D311/D320/D322/D75/D387/D395/D396/D399/D400); stale options-wave rows closed (D346-D391 batch); D383/D394 kept PARTIAL with v0.5.0 scopes; D281 root cause -> v0.5.0; D258 -> NTSC-only for v0.4.0. - README: Known issues = the true residual set (D318, D75 Rareware logo, AllUnlocked EXPERIMENTAL, NTSC-only); stale v0.3.0 clause removed. - AGENTS.md: native-reexec guard status re-confirmed for 2026-09-28.
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@@ -99,21 +99,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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**Known issues:**
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- Some muzzle flashes draw an extra, erroneous long flash straight up from
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the gun (seen on the M16, among others), overlaid on the normal, correctly
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drawn flash. Cosmetic only (D303).
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- Water levels show a moving seam between two water patterns (D245).
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- Occasional z-fighting on some levels' geometry (D308) — a Dam intro/
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truck-wheel instance showing odd transparent-looking areas may be related
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(D306). Minor and cosmetic.
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- In-level security camera props (not the player's own view) can
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occasionally end up facing backwards on some levels, seen on Bunker
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(D307). The orientation math has been verified faithful to the N64; if you
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see it, a report of which level and which camera is what's needed to keep
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chasing it.
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- Rarely, Bond's model can briefly render out of place after an animation
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transition — purely visual: no effect on gameplay or saves, and it clears
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on its own or by re-entering the level (D311).
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- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
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~10 s before resuming the scripted shootout — a latent race that exists in
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the N64 original too (where it softlocks permanently); the port detects and
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@@ -122,19 +107,15 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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your display's aspect (wider view, same vertical FOV) and the HUD keeps its
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shape; front-end menus are shown 4:3 with side bars. The F10 *Native
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widescreen* toggle restores the old stretched frame.
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- Distant geometry can drop out on the biggest open levels (Streets,
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Egyptian) at default FOV — a culling/LOD issue that sometimes
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self-corrects as you keep moving (D249).
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- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
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from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
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under heavy automatic fire near another looping sound (D240/D241).
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- The Rareware front-end logo shows a subtle texture-filtering artifact
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(Nintendo logo and legal page are clean). Cosmetic only (D75).
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- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this
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version (D258).
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- **`All unlocked` is experimental: back up `data/ge007.eep` before enabling
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it.** Any save while ON, even a profile-settings change, can permanently
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write artificial cheat unlocks and completion times into the EEPROM;
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switching OFF does not undo them (D387). In the v0.3.0 release, turning it
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on before a real save exists can also cause silent audio and missing
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aim/HUD settings (D257/D259/D281). Do not use it on a save whose original
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progression you need to preserve.
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switching OFF does not undo them (D387). Do not use it on a save whose
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original progression you need to preserve.
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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